It has been two decades since the legendary game hit the market in North America, giving everyday gamers the opportunity to become rock legends. Not in reality, but try telling that anyone who has mastered the epic lengthy guitar solo in front of an enthusiastic crowd of friends.
Created by the developers, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues scrolling down the display in time with the music. Each riff corresponded to particular chords, creating the feel of a genuine performance.
The studio had already tried its hand in the music genre before partnering with RedOctane, which was purchased by the gaming giant in 2006. Together, they laid the groundwork for a surprising massively profitable series which made a remarkable impact on numerous of the artists featured, showcasing decades-old bands to millions of gaming enthusiasts.
A former executive, ex-chief operating officer from the developer, recalls the early financial challenges of licensing the recordings – despite the fact initial releases mostly used cover versions.
“We rerecorded every song since the cost prohibitive,” he says. “Even with the publishing rights by themselves, it was nearly impossible. We failed to secure bands like the Who – the publisher had virtually no money, and our team was pretty convinced it would fail. But once Guitar Hero became a hit, album purchases and radio play were going up, all artists desired to participate.”
He continues: “Among the amazing things was the number of mothers and fathers got in touch expressing gratitude for exposing their children to the music they loved. It evolved into an intergenerational phenomenon.”
Timeless Music Finds a New Audience
Northern Irish group one featured act had Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon recalls the way the game revived older hits to the forefront: “Guitar Hero offered a larger, younger audience. Typically this had been seen as music that was past it, however when it was featured on the game young people discovered it, abruptly it was cool. That legitimised it, eliminating the ‘dad rock’ tag. It gave all our music a new life.”
At that time, the Answer’s first record was still unreleased in the US, so Guitar Hero served as a primary platform for exposure for the group during their a North American tour opening for AC/DC. “The roadies were playing Never Too Late on the tour bus, and several recognized us thanks to the game,” he notes.
Rock’s Heavyweight Spin-offs and Lasting Influence
Music's heavyweight names soon capitalised on the game's success, with Aerosmith, Metallica and Van Halen starring in specialized spin-off titles that focused on each band’s catalogue and related stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly earned the band greater revenue compared to their records. It moved more than 500,000 copies upon release, while sales of their songs saw an increase significantly during an era as the industry faced decline.
The series still motivates quick-handed dedication within the community. Earlier this year, an online personality completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – on Clone Hero, a freeware game with almost identical mechanics but an array of personalization features. The song is challenging even in expert mode, let alone performed at increased tempo while hitting every one of its near 4,000 notes. They claimed it took nine months to accomplish.
“Guitar Hero is a fun, imaginary experience. If you play Call of Duty, that doesn’t mean you should use actual weapons and enlist,” says DragonForce guitarist the artist.
DragonForce previously wrapped up a profitable run when Through the Fire and Flames appeared in the third game, yet he explains it made them a household name. “I recall our distributors calling to tell me that we were records were moving like crazy,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”
Indeed, the band's visibility via the game proved so vast that it has risked overshadow everything else accomplishments. Recently, the track featured in promotional material for a major film. “In the past I thought differently, but I’ve made peace with it,” he admits. “Should you just hear a single track, that's fine – each person has their own path in music and I'm pleased we played a role of people’s lives”.
Enduring Legacy of a Iconic Controller
Top-tier marketing, whether it’s for automobiles, apparel or games, extends beyond mere transactions – it evokes a desire. Was the game able to harness this? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of performing as a rock star on the stage. From day one, the creators believed humans have a natural human desire to make music, and they wanted to leverage innovation to enable everyone to participate”.
The majority installments were released over a mere half-decade between 2005 and 2010, including spin-offs like DJ Hero, including a turntable controller, and Band Hero. Subsequently, corporate focus in plastic instruments waned, except for a brief comeback in 2015.
Games such as Clone Hero and newer releases have maintained the scene active, and there’s expectations of a new product from the founders on the way. A new studio has begun production on their first rhythm-based title. Original co-founders are both involved as special advisers. Is the world prepared to welcome another game in the spirit of the classic?
“We thought such titles might become similar to sports games allowing annual update every year,” he remarks. “There’s so much new music that it could be perennially popular, so I’ve always been hopeful. It's entirely possible why it can’t continue for future fans.”